/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * Main header file for the game module.
 *
 * =======================================================================
 */ 

#ifndef GAME_LOCAL_H
#define GAME_LOCAL_H

//#include "../../q2common/header/shared.h"
#include "../../q2-engine/common/header/shared.h"

/* define GAME_INCLUDE so that game.h does not define the 
   short, server-visible gclient_t and edict_t structures, 
   because we define the full size ones in this file */
#define GAME_INCLUDE
#include "game.h"

/* the "gameversion" client command will print this plus compile date */
#define GAMEVERSION "baseq2"

/* protocol bytes that can be directly added to messages */
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
#define svc_stufftext 11

/* ================================================================== */

/* view pitching times */
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3

/* these are set with checkboxes on each entity in the map editor */
#define SPAWNFLAG_NOT_EASY 0x00000100
#define SPAWNFLAG_NOT_MEDIUM 0x00000200
#define SPAWNFLAG_NOT_HARD 0x00000400
#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
#define SPAWNFLAG_NOT_COOP 0x00001000

#define FL_FLY 0x00000001
#define FL_SWIM 0x00000002 /* implied immunity to drowining */
#define FL_IMMUNE_LASER 0x00000004
#define FL_INWATER 0x00000008
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_IMMUNE_SLIME 0x00000040
#define FL_IMMUNE_LAVA 0x00000080
#define FL_PARTIALGROUND 0x00000100 /* not all corners are valid */
#define FL_WATERJUMP 0x00000200 /* player jumping out of water */
#define FL_TEAMSLAVE 0x00000400 /* not the first on the team */
#define FL_NO_KNOCKBACK 0x00000800
#define FL_POWER_ARMOR 0x00001000 /* power armor (if any) is active */
#define FL_RESPAWN 0x80000000 /* used for item respawning */

#define FRAMETIME 0.1

/* memory tags to allow dynamic memory to be cleaned up */
#define TAG_GAME 765 /* clear when unloading the dll */
#define TAG_LEVEL 766 /* clear when loading a new level */

#define MELEE_DISTANCE 80
#define BODY_QUEUE_SIZE 8

typedef enum
{
	DAMAGE_NO,
	DAMAGE_YES, /* will take damage if hit */
	DAMAGE_AIM /* auto targeting recognizes this */
} damage_t;

typedef enum
{
	WEAPON_READY,
	WEAPON_ACTIVATING,
	WEAPON_DROPPING,
	WEAPON_FIRING
} weaponstate_t;

typedef enum
{
	AMMO_BULLETS,
	AMMO_SHELLS,
	AMMO_ROCKETS,
	AMMO_GRENADES,
	AMMO_CELLS,
	AMMO_SLUGS
} ammo_t;

/* deadflag */
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3

/* range */
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3

/* gib types */
#define GIB_ORGANIC 0
#define GIB_METALLIC 1

/* monster ai flags */
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000

/* monster attack state */
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4

/* armor types */
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4

/* power armor types */
#define POWER_ARMOR_NONE 0
#define POWER_ARMOR_SCREEN 1
#define POWER_ARMOR_SHIELD 2

/* handedness values */
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2

/* game.serverflags values */
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff

/* noise types for PlayerNoise */
#define PNOISE_SELF 0
#define PNOISE_WEAPON 1
#define PNOISE_IMPACT 2

/* edict->movetype values */
typedef enum
{
	MOVETYPE_NONE, /* never moves */
	MOVETYPE_NOCLIP, /* origin and angles change with no interaction */
	MOVETYPE_PUSH, /* no clip to world, push on box contact */
	MOVETYPE_STOP, /* no clip to world, stops on box contact */

	MOVETYPE_WALK, /* gravity */
	MOVETYPE_STEP, /* gravity, special edge handling */
	MOVETYPE_FLY,
	MOVETYPE_TOSS, /* gravity */
	MOVETYPE_FLYMISSILE, /* extra size to monsters */
	MOVETYPE_BOUNCE
} movetype_t;

typedef struct
{
	int base_count;
	int max_count;
	float normal_protection;
	float energy_protection;
	int armor;
} gitem_armor_t;

#define IT_WEAPON 1  /* use makes active weapon */
#define IT_AMMO 2
#define IT_ARMOR 4
#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32

/* gitem_t->weapmodel for weapons indicates model index */
#define WEAP_BLASTER 1
#define WEAP_SHOTGUN 2
#define WEAP_SUPERSHOTGUN 3
#define WEAP_MACHINEGUN 4
#define WEAP_CHAINGUN 5
#define WEAP_GRENADES 6
#define WEAP_GRENADELAUNCHER 7
#define WEAP_ROCKETLAUNCHER 8
#define WEAP_HYPERBLASTER 9
#define WEAP_RAILGUN 10
#define WEAP_BFG 11

typedef struct gitem_s
{
	char *classname; /* spawning name */
	qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
	void (*use)(struct edict_s *ent, struct gitem_s *item);
	void (*drop)(struct edict_s *ent, struct gitem_s *item);
	void (*weaponthink)(struct edict_s *ent);
	char *pickup_sound;
	char *world_model;
	int world_model_flags;
	char *view_model;

	/* client side info */
	char *icon;
	char *pickup_name; /* for printing on pickup */
	int count_width; /* number of digits to display by icon */

	int quantity; /* for ammo how much, for weapons how much is used per shot */
	char *ammo; /* for weapons */
	int flags; /* IT_* flags */

	int weapmodel; /* weapon model index (for weapons) */

	void *info;
	int tag;

	char *precaches; /* string of all models, sounds, and images this item will use */
} gitem_t;

/* this structure is left intact through an entire game 
   it should be initialized at dll load time, and read/written to 
   the server.ssv file for savegames */
typedef struct
{
	char helpmessage1[512];
	char helpmessage2[512];
	int helpchanged; /* flash F1 icon if non 0, play sound 
					    and increment only if 1, 2, or 3 */

	gclient_t *clients; /* [maxclients] */

	/* can't store spawnpoint in level, because 
	   it would get overwritten by the savegame
	   restore */
	char spawnpoint[512]; /* needed for coop respawns */

	/* store latched cvars here that we want to get at often */
	int maxclients;
	int maxentities;

	/* cross level triggers */
	int serverflags;

	/* items */
	int num_items;

	qboolean autosaved;
} game_locals_t;

/* this structure is cleared as each map is entered 
   it is read/written to the level.sav file for savegames */
typedef struct
{
	int framenum;
	float time;

	char level_name[MAX_QPATH]; /* the descriptive name (Outer Base, etc) */
	char mapname[MAX_QPATH]; /* the server name (base1, etc) */
	char nextmap[MAX_QPATH]; /* go here when fraglimit is hit */

	/* intermission state */
	float intermissiontime; /* time the intermission was started */
	char *changemap;
	int exitintermission;
	vec3_t intermission_origin;
	vec3_t intermission_angle;

	edict_t *sight_client; /* changed once each frame for coop games */

	edict_t *sight_entity;
	int sight_entity_framenum;
	edict_t *sound_entity;
	int sound_entity_framenum;
	edict_t *sound2_entity;
	int sound2_entity_framenum;

	int pic_health;

	int total_secrets;
	int found_secrets;

	int total_goals;
	int found_goals;

	int total_monsters;
	int killed_monsters;

	edict_t *current_entity; /* entity running from G_RunFrame */
	int body_que; /* dead bodies */

	int power_cubes; /* ugly necessity for coop */
} level_locals_t;

/* spawn_temp_t is only used to hold entity field values that 
   can be set from the editor, but aren't actualy present 
   in edict_t during gameplay */
typedef struct
{
	/* world vars */
	char *sky;
	float skyrotate;
	vec3_t skyaxis;
	char *nextmap;

	int lip;
	int distance;
	int height;
	char *noise;
	float pausetime;
	char *item;
	char *gravity;

	float minyaw;
	float maxyaw;
	float minpitch;
	float maxpitch;
} spawn_temp_t;

typedef struct
{
	/* fixed data */
	vec3_t start_origin;
	vec3_t start_angles;
	vec3_t end_origin;
	vec3_t end_angles;

	int sound_start;
	int sound_middle;
	int sound_end;

	float accel;
	float speed;
	float decel;
	float distance;

	float wait;

	/* state data */
	int state;
	vec3_t dir;
	float current_speed;
	float move_speed;
	float next_speed;
	float remaining_distance;
	float decel_distance;
	void (*endfunc)(edict_t *);
} moveinfo_t;

typedef struct
{
	void (*aifunc)(edict_t *self, float dist);
	float dist;
	void (*thinkfunc)(edict_t *self);
} mframe_t;

typedef struct
{
	int firstframe;
	int lastframe;
	mframe_t *frame;
	void (*endfunc)(edict_t *self);
} mmove_t;

typedef struct
{
	mmove_t *currentmove;
	int aiflags;
	int nextframe;
	float scale;

	void (*stand)(edict_t *self);
	void (*idle)(edict_t *self);
	void (*search)(edict_t *self);
	void (*walk)(edict_t *self);
	void (*run)(edict_t *self);
	void (*dodge)(edict_t *self, edict_t *other, float eta);
	void (*attack)(edict_t *self);
	void (*melee)(edict_t *self);
	void (*sight)(edict_t *self, edict_t *other);
	qboolean (*checkattack)(edict_t *self);

	float pausetime;
	float attack_finished;

	vec3_t saved_goal;
	float search_time;
	float trail_time;
	vec3_t last_sighting;
	int attack_state;
	int lefty;
	float idle_time;
	int linkcount;

	int power_armor_type;
	int power_armor_power;
} monsterinfo_t;

extern game_locals_t game;
extern level_locals_t level;
extern game_import_t gi;
extern game_export_t globals;
extern spawn_temp_t st;

extern int sm_meat_index;
extern int snd_fry;

/* means of death */
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
#define MOD_SHOTGUN 2
#define MOD_SSHOTGUN 3
#define MOD_MACHINEGUN 4
#define MOD_CHAINGUN 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_HYPERBLASTER 10
#define MOD_RAILGUN 11
#define MOD_BFG_LASER 12
#define MOD_BFG_BLAST 13
#define MOD_BFG_EFFECT 14
#define MOD_HANDGRENADE 15
#define MOD_HG_SPLASH 16
#define MOD_WATER 17
#define MOD_SLIME 18
#define MOD_LAVA 19
#define MOD_CRUSH 20
#define MOD_TELEFRAG 21
#define MOD_FALLING 22
#define MOD_SUICIDE 23
#define MOD_HELD_GRENADE 24
#define MOD_EXPLOSIVE 25
#define MOD_BARREL 26
#define MOD_BOMB 27
#define MOD_EXIT 28
#define MOD_SPLASH 29
#define MOD_TARGET_LASER 30
#define MOD_TRIGGER_HURT 31
#define MOD_HIT 32
#define MOD_TARGET_BLASTER 33
#define MOD_FRIENDLY_FIRE 0x8000000

extern int meansOfDeath;

extern edict_t *g_edicts;

#define FOFS(x) (size_t)&(((edict_t *)NULL)->x)
#define STOFS(x) (size_t)&(((spawn_temp_t *)NULL)->x)
#define LLOFS(x) (size_t)&(((level_locals_t *)NULL)->x)
#define CLOFS(x) (size_t)&(((gclient_t *)NULL)->x)

#define random() ((rand() & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))

extern cvar_t *maxentities;
extern cvar_t *deathmatch;
extern cvar_t *coop;
extern cvar_t *dmflags;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *password;
extern cvar_t *spectator_password;
extern cvar_t *needpass;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;

extern cvar_t *filterban;

extern cvar_t *sv_gravity;
extern cvar_t *sv_maxvelocity;

extern cvar_t *gun_x, *gun_y, *gun_z;
extern cvar_t *sv_rollspeed;
extern cvar_t *sv_rollangle;

extern cvar_t *run_pitch;
extern cvar_t *run_roll;
extern cvar_t *bob_up;
extern cvar_t *bob_pitch;
extern cvar_t *bob_roll;

extern cvar_t *sv_cheats;
extern cvar_t *maxclients;
extern cvar_t *maxspectators;

extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;

extern cvar_t *sv_maplist;

#define world (&g_edicts[0])

/* item spawnflags */
#define ITEM_TRIGGER_SPAWN 0x00000001
#define ITEM_NO_TOUCH 0x00000002
/* 6 bits reserved for editor flags */
/* 8 bits used as power cube id bits for coop games */
#define DROPPED_ITEM 0x00010000
#define DROPPED_PLAYER_ITEM 0x00020000
#define ITEM_TARGETS_USED 0x00040000

/* fields are needed for spawning from the entity
   string and saving / loading games */
#define FFL_SPAWNTEMP 1
#define FFL_NOSPAWN 2

typedef enum
{
	F_INT,
	F_FLOAT,
	F_LSTRING, /* string on disk, pointer in memory, TAG_LEVEL */
	F_GSTRING, /* string on disk, pointer in memory, TAG_GAME */
	F_VECTOR,
	F_ANGLEHACK,
	F_EDICT, /* index on disk, pointer in memory */
	F_ITEM, /* index on disk, pointer in memory */
	F_CLIENT, /* index on disk, pointer in memory */
	F_FUNCTION,
	F_MMOVE,
	F_IGNORE
} fieldtype_t;

typedef struct
{
	char *name;
	int ofs;
	fieldtype_t type;
	int flags;
} field_t;

extern field_t fields[];
extern gitem_t itemlist[];

/* g_cmds.c */
void Cmd_Help_f(edict_t *ent);
void Cmd_Score_f(edict_t *ent);

/* g_items.c */
void PrecacheItem(gitem_t *it);
void InitItems(void);
void SetItemNames(void);
gitem_t *FindItem(char *pickup_name);
gitem_t *FindItemByClassname(char *classname);

#define ITEM_INDEX(x) ((x) - itemlist)

edict_t *Drop_Item(edict_t *ent, gitem_t *item);
void SetRespawn(edict_t *ent, float delay);
void ChangeWeapon(edict_t *ent);
void SpawnItem(edict_t *ent, gitem_t *item);
void Think_Weapon(edict_t *ent);
int ArmorIndex(edict_t *ent);
int PowerArmorType(edict_t *ent);
gitem_t *GetItemByIndex(int index);
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count);
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);

/* g_utils.c */
qboolean KillBox(edict_t *ent);
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward,
		vec3_t right, vec3_t result);
edict_t *G_Find(edict_t *from, int fieldofs, char *match);
edict_t *findradius(edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget(char *targetname);
void G_UseTargets(edict_t *ent, edict_t *activator);
void G_SetMovedir(vec3_t angles, vec3_t movedir);

void G_InitEdict(edict_t *e);
edict_t *G_Spawn(void);
void G_FreeEdict(edict_t *e);

void G_TouchTriggers(edict_t *ent);
void G_TouchSolids(edict_t *ent);

char *G_CopyString(char *in);

float *tv(float x, float y, float z);
char *vtos(vec3_t v);

float vectoyaw(vec3_t vec);
void vectoangles(vec3_t vec, vec3_t angles);

/* g_combat.c */
qboolean OnSameTeam(edict_t *ent1, edict_t *ent2);
qboolean CanDamage(edict_t *targ, edict_t *inflictor);
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker,
		vec3_t dir, vec3_t point, vec3_t normal, int damage,
		int knockback, int dflags, int mod);
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker,
		float damage, edict_t *ignore, float radius,
		int mod);

/* damage flags */
#define DAMAGE_RADIUS 0x00000001 /* damage was indirect */
#define DAMAGE_NO_ARMOR 0x00000002 /* armour does not protect from this damage */
#define DAMAGE_ENERGY 0x00000004 /* damage is from an energy based weapon */
#define DAMAGE_NO_KNOCKBACK 0x00000008 /* do not affect velocity, just view angles */
#define DAMAGE_BULLET 0x00000010 /* damage is from a bullet (used for ricochets) */
#define DAMAGE_NO_PROTECTION 0x00000020 /* armor, shields, invulnerability, and godmode have no effect */

#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20

/* g_monster.c */
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir,
		int damage, int kick, int hspread, int vspread, int count,
		int flashtype);
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir,
		int damage, int speed, int flashtype, int effect);
void monster_fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir,
		int damage, int speed, int flashtype);
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir,
		int damage, int speed, int flashtype);
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir,
		int damage, int kick, int flashtype);
void monster_fire_bfg(edict_t *self, vec3_t start, vec3_t aimdir,
		int damage, int speed, int kick, float damage_radius,
		int flashtype);
void M_droptofloor(edict_t *ent);
void monster_think(edict_t *self);
void walkmonster_start(edict_t *self);
void swimmonster_start(edict_t *self);
void flymonster_start(edict_t *self);
void AttackFinished(edict_t *self, float time);
void monster_death_use(edict_t *self);
void M_CatagorizePosition(edict_t *ent);
qboolean M_CheckAttack(edict_t *self);
void M_FlyCheck(edict_t *self);
void M_CheckGround(edict_t *ent);

/* g_misc.c */
void ThrowHead(edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead(edict_t *self, int damage);
void ThrowGib(edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);

/* g_ai.c */
void AI_SetSightClient(void);

void ai_stand(edict_t *self, float dist);
void ai_move(edict_t *self, float dist);
void ai_walk(edict_t *self, float dist);
void ai_turn(edict_t *self, float dist);
void ai_run(edict_t *self, float dist);
void ai_charge(edict_t *self, float dist);
int range(edict_t *self, edict_t *other);

void FoundTarget(edict_t *self);
qboolean infront(edict_t *self, edict_t *other);
qboolean visible(edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);

/* g_weapon.c */
void ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin);
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick);
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int kick, int hspread, int vspread, int mod);
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int kick, int hspread, int vspread, int count, int mod);
void fire_blaster(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int speed, int effect, qboolean hyper);
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int speed, float timer, float damage_radius);
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int speed, float timer, float damage_radius, qboolean held);
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, float damage_radius, int radius_damage);
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, float damage_radius);

/* g_ptrail.c */
void PlayerTrail_Init(void);
void PlayerTrail_Add(vec3_t spot);
void PlayerTrail_New(vec3_t spot);
edict_t *PlayerTrail_PickFirst(edict_t *self);
edict_t *PlayerTrail_PickNext(edict_t *self);
edict_t *PlayerTrail_LastSpot(void);

/* g_client.c */
void respawn(edict_t *ent);
void BeginIntermission(edict_t *targ);
void PutClientInServer(edict_t *ent);
void InitClientPersistant(gclient_t *client);
void InitClientResp(gclient_t *client);
void InitBodyQue(void);
void ClientBeginServerFrame(edict_t *ent);

/* g_player.c */
void player_pain(edict_t *self, edict_t *other, float kick, int damage);
void player_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
		int damage, vec3_t point);

/* g_svcmds.c */
void ServerCommand(void);
qboolean SV_FilterPacket(char *from);

/* p_view.c */
void ClientEndServerFrame(edict_t *ent);

/* p_hud.c */
void MoveClientToIntermission(edict_t *client);
void G_SetStats(edict_t *ent);
void G_SetSpectatorStats(edict_t *ent);
void G_CheckChaseStats(edict_t *ent);
void ValidateSelectedItem(edict_t *ent);
void DeathmatchScoreboardMessage(edict_t *client, edict_t *killer);

/* g_pweapon.c */
void PlayerNoise(edict_t *who, vec3_t where, int type);

/* m_move.c */
qboolean M_CheckBottom(edict_t *ent);
qboolean M_walkmove(edict_t *ent, float yaw, float dist);
void M_MoveToGoal(edict_t *ent, float dist);
void M_ChangeYaw(edict_t *ent);

/* g_phys.c */
void G_RunEntity(edict_t *ent);

/* g_main.c */
void SaveClientData(void);
void FetchClientEntData(edict_t *ent);

/* g_chase.c */
void UpdateChaseCam(edict_t *ent);
void ChaseNext(edict_t *ent);
void ChasePrev(edict_t *ent);
void GetChaseTarget(edict_t *ent);

/* ============================================================================ */

/* client_t->anim_priority */
#define ANIM_BASIC 0 /* stand / run */
#define ANIM_WAVE 1
#define ANIM_JUMP 2
#define ANIM_PAIN 3
#define ANIM_ATTACK 4
#define ANIM_DEATH 5
#define ANIM_REVERSE 6

/* client data that stays across multiple level loads */
typedef struct
{
	char userinfo[MAX_INFO_STRING];
	char netname[16];
	int hand;

	qboolean connected; /* a loadgame will leave valid entities that 
						   just don't have a connection yet */

	/* values saved and restored 
	   from edicts when changing levels */
	int health;
	int max_health;
	int savedFlags;

	int selected_item;
	int inventory[MAX_ITEMS];

	/* ammo capacities */
	int max_bullets;
	int max_shells;
	int max_rockets;
	int max_grenades;
	int max_cells;
	int max_slugs;

	gitem_t *weapon;
	gitem_t *lastweapon;

	int power_cubes; /* used for tracking the cubes in coop games */
	int score; /* for calculating total unit score in coop games */

	int game_helpchanged;
	int helpchanged;

	qboolean spectator; /* client is a spectator */
} client_persistant_t;

/* client data that stays across deathmatch respawns */
typedef struct
{
	client_persistant_t coop_respawn; /* what to set client->pers to on a respawn */
	int enterframe; /* level.framenum the client entered the game */
	int score; /* frags, etc */
	vec3_t cmd_angles; /* angles sent over in the last command */

	qboolean spectator; /* client is a spectator */
} client_respawn_t;

/* this structure is cleared on each PutClientInServer(), 
   except for 'client->pers' */
struct gclient_s
{
	/* known to server */
	player_state_t ps; /* communicated by server to clients */
	int ping;

	/* private to game */
	client_persistant_t pers;
	client_respawn_t resp;
	pmove_state_t old_pmove; /* for detecting out-of-pmove changes */

	qboolean showscores; /* set layout stat */
	qboolean showinventory; /* set layout stat */
	qboolean showhelp;
	qboolean showhelpicon;

	int ammo_index;

	int buttons;
	int oldbuttons;
	int latched_buttons;

	qboolean weapon_thunk;

	gitem_t *newweapon;

	/* sum up damage over an entire frame, so 
	   shotgun blasts give a single big kick */
	int damage_armor; /* damage absorbed by armor */
	int damage_parmor; /* damage absorbed by power armor */
	int damage_blood; /* damage taken out of health */
	int damage_knockback; /* impact damage */
	vec3_t damage_from; /* origin for vector calculation */

	float killer_yaw; /* when dead, look at killer */

	weaponstate_t weaponstate;
	vec3_t kick_angles; /* weapon kicks */
	vec3_t kick_origin;
	float v_dmg_roll, v_dmg_pitch, v_dmg_time; /* damage kicks */
	float fall_time, fall_value; /* for view drop on fall */
	float damage_alpha;
	float bonus_alpha;
	vec3_t damage_blend;
	vec3_t v_angle; /* aiming direction */
	float bobtime; /* so off-ground doesn't change it */
	vec3_t oldviewangles;
	vec3_t oldvelocity;

	float next_drown_time;
	int old_waterlevel;
	int breather_sound;

	int machinegun_shots; /* for weapon raising */

	/* animation vars */
	int anim_end;
	int anim_priority;
	qboolean anim_duck;
	qboolean anim_run;

	/* powerup timers */
	float quad_framenum;
	float invincible_framenum;
	float breather_framenum;
	float enviro_framenum;

	qboolean grenade_blew_up;
	float grenade_time;
	int silencer_shots;
	int weapon_sound;

	float pickup_msg_time;

	float flood_locktill; /* locked from talking */
	float flood_when[10]; /* when messages were said */
	int flood_whenhead; /* head pointer for when said */

	float respawn_time; /* can respawn when time > this */

	edict_t *chase_target; /* player we are chasing */
	qboolean update_chase; /* need to update chase info? */
};

struct edict_s
{
	entity_state_t s;
	struct gclient_s *client; /* NULL if not a player 
							     the server expects the first part 
							     of gclient_s to be a player_state_t
							     but the rest of it is opaque */

	qboolean inuse;
	int linkcount;

	link_t area; /* linked to a division node or leaf */

	int num_clusters; /* if -1, use headnode instead */
	int clusternums[MAX_ENT_CLUSTERS];
	int headnode; /* unused if num_clusters != -1 */
	int areanum, areanum2;

	/* ================================ */

	int svflags;
	vec3_t mins, maxs;
	vec3_t absmin, absmax, size;
	solid_t solid;
	int clipmask;
	edict_t *owner;

	/* DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER */
	/* EXPECTS THE FIELDS IN THAT ORDER! */

	/* ================================ */
	int movetype;
	int flags;

	char *model;
	float freetime; /* sv.time when the object was freed */

	/* only used locally in game, not by server */
	char *message;
	char *classname;
	int spawnflags;

	float timestamp;

	float angle; /* set in qe3, -1 = up, -2 = down */
	char *target;
	char *targetname;
	char *killtarget;
	char *team;
	char *pathtarget;
	char *deathtarget;
	char *combattarget;
	edict_t *target_ent;

	float speed, accel, decel;
	vec3_t movedir;
	vec3_t pos1, pos2;

	vec3_t velocity;
	vec3_t avelocity;
	int mass;
	float air_finished;
	float gravity; /* per entity gravity multiplier (1.0 is normal) 
				      use for lowgrav artifact, flares */

	edict_t *goalentity;
	edict_t *movetarget;
	float yaw_speed;
	float ideal_yaw;

	float nextthink;
	void (*prethink)(edict_t *ent);
	void (*think)(edict_t *self);
	void (*blocked)(edict_t *self, edict_t *other); 
	void (*touch)(edict_t *self, edict_t *other, cplane_t *plane,
			csurface_t *surf);
	void (*use)(edict_t *self, edict_t *other, edict_t *activator);
	void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
	void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker,
			int damage, vec3_t point);

	float touch_debounce_time;
	float pain_debounce_time;
	float damage_debounce_time;
	float fly_sound_debounce_time;
	float last_move_time;

	int health;
	int max_health;
	int gib_health;
	int deadflag;
	qboolean show_hostile;

	float powerarmor_time;

	char *map; /* target_changelevel */

	int viewheight; /* height above origin where eyesight is determined */
	int takedamage;
	int dmg;
	int radius_dmg;
	float dmg_radius;
	int sounds; /* make this a spawntemp var? */
	int count;

	edict_t *chain;
	edict_t *enemy;
	edict_t *oldenemy;
	edict_t *activator;
	edict_t *groundentity;
	int groundentity_linkcount;
	edict_t *teamchain;
	edict_t *teammaster;

	edict_t *mynoise; /* can go in client only */
	edict_t *mynoise2;

	int noise_index;
	int noise_index2;
	float volume;
	float attenuation;

	/* timing variables */
	float wait;
	float delay; /* before firing targets */
	float random;

	float teleport_time;

	int watertype;
	int waterlevel;

	vec3_t move_origin;
	vec3_t move_angles;

	/* move this to clientinfo? */
	int light_level;

	int style; /* also used as areaportal number */

	gitem_t *item; /* for bonus items */

	/* common data blocks */
	moveinfo_t moveinfo;
	monsterinfo_t monsterinfo;
};

#endif /* GAME_LOCAL_H */

